More for the Old School:
* New Dawn Syndicate Terminator Drone: Remote controlled destruction on two wheels.
* The Gibbering Sea: A cursed place of dark power.
* Book Golem: The library is open!
* Sleeping Knight: Slumbering champion who awakens at the right time.
* Masked Diva: Demonic servitor of deceit's god.

The Soft Corps

Soft Corp Fluff Text

Ancient History
More than a thousand years ago, a monstrous queen ruled the jungle depths of the Southlands. Queen Oozenahz was a fiendishly clever elder black pudding originally hailing from some abyssal realm. She conquered and enslaved the primitive lizardmen of the Southlands and put them to work building an immense city of pyramids, wide roads, and frequent blood sacrifices.

Over time, Oozenahz reproduced, her children budding from her loathsome form and rapidly growing to maturity. Each child of Oozenahz was itself an ooze of some sort, but all were unusually intelligent and talented. As Oozenahz's kingdom spread, her children became princes, each ruling over its own city.

But, as always seems to happen, the oppressed peoples of the Southlands found a champion. A lizardman druid called Brokenfang rose up and led a rebellion against Oozenahz. Legions of lizardmen, frogfolk, and gator-people flocked to Brokenfang's banner. So too did the beasts of the jungle: boars, crocodiles, vipers and constrictors, monkeys, and birds of every color.

As with all civil wars, the one to overthrow Oozenahz was hell. Tens of thousands died. Vast stretches of verdant jungle were laid to waste. Oozenahz's cities burned and crumbled, and the Queen herself was finally destroyed. Only four of Oozenahz's children escaped destruction by sealing themselves in the Temple of Slime. Blurblex, Dolloppoli, Mublor, and Xanumph became trapped in an endless state somewhere between living and dead.

Recent History
Hundreds of year later, Frelbor Yandov was one of several powerful adventurers exploring the Southlands for lost treasure. After facing many perils both great and small, the explorers happened upon the ancient Temple of Slime.

Four adventurers entered, but only one left. Frelbor was the sole survivors of that fateful delve. His comrades all died horrible deaths by crushing traps, undead oozes, and magical defenses. The larger part of the Temple of Slime remains unexplored to this day.

But Frelbor did not emerge from the deadly structure alone. He freed Blurblex, Dolloppoli, Mublor, and Xanumph from suspended animation. Although this act was entirely accidental, Frelbor quickly took credit for it, claiming it was his intention all along.

Since that fateful day, Frelbor has been the leader of a new adventuring group dubbed the Soft Corps. They travel lands super- and subterranean, killing creatures and stealing their stuff. Sometimes the Soft Corps take contracts from less-than-scrupulous employers.

Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus. Add +2 to DC when raging.

Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 26 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based. Add +2 to DC when raging.

Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.

Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.

Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level).

While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mindaffecting ability.

Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shadowdancer can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, he can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to his shadow companion.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Baphomet

A while ago, I posted a few "demon lords" loosely inspired by their 1E namesakes. While these guys were tough, I didn't make them "ruler of an entire level of the Abyss" tough.

Baphomet's Fluff Text

Baphomet is the terrifying demon lord believed to be an unholy champion by minotaurs. In truth, Baphomet is a particularly powerful half-fiendish minotaur who is the father of the minotaur race. He started life as a human paladin serving the god of chivalry. Baphomet's heroism was the stuff of legends, but as his deeds became greater, so did his pride. Eventually, in his arrogance, he led a company of warriors into battle and ordered the indiscriminate slaughter of enemy and innocent alike, justifying his actions by saying that the innocents had give aid and comfort to the forces of evil. Baphomet was called before the hierarchy of his church and stripped of all rank, privilege, and divine powers. Shamed and angered, he cursed his church and the god of chivalry. Before the horrified assembly, the god of chivalry himself intervened, destroying all vestiges of Baphomet's humanity, transforming him into the first minotaur. He was subdued and thrown into the deepest, darkest dungeon to await public execution.

While he raged and screamed in the darkness, the avatar of the god of slaughter came to him and offered him the freedom to serve a new master. Baphomet accepted, and he was spirited away. Over the centuries that have passed, Baphomet has fathered the race of minotaurs by numberless acts too savage to relate. He also transcended mortality, becoming a demonic creature of horrific power. Tales of his destructive career as the slaughter god's champion are barely exaggerated, for Baphomet has left in his wake the corpses of countless victims.

Baphomet appears to be a blood-chilling combination of minotaur and demon. He stands nearly 10 feet tall and weighs about 500 pounds. His blackened, scaly flesh is stretched tight across of iron-hard muscles. His talons and fangs are blood red, and rust-colored fur covers his bullish head and broad shoulders, trailing down his backbone to his long, thin tail.

Baphomet is a devastating combatant. He generally prefers to open combat with a powerful charge, using his bellow and smite good supernatural abilities at the same time. He then uses maze and wall of stone to separate foes from their allies, and uses see invisibility to thwart unseen opponents. Since he can passwall three times per day, his own walls of stone aren't much hindrance to him. If opponents vulnerable to Baphomet's breath weapon are known to be within range, he may opt to exhale gouts of unholy water at them. If these initial rounds of combat have gone well for Baphomet (and they usually do), he'll then fly into a greater rage and manuever to make full attacks as often as possible (inflicting on average 164 points of damage in a single round if all five of his attacks hit). Baphomet likes to throw his greataxe as his last attack during a full attack (striking as a +15 ranged attack) since it returns to him by the beginning of his next turn. If all of his foes aren't dead or fleeing by the time his greater rage ends, Baphomet usually teleports away to rest. He then returns to the scene of the battle to track the survivors for a rematch.

Baphomet's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Bellow (Su): Once per day as a free action, Baphomet can emit a horrifying, bone-shaking bellow. All enemies within 150 feet of Baphomet must make a DC 22 Will save or be panicked for 3d4 rounds. Those that make the Will save are shaken for 1d4 rounds. The save DC is Charisma-based.

Breath Weapon (Su): Six time per day as a standard action, Baphomet can exhale a gout of unholy water in a 60-foot-long line. Creatures with the Good subtype, good-aligned clerics and druids, and paladins suffer 6d4 points of unholy damage if caught in this flood of profane fluid. A DC 25 (or DC 28 if Baphomet is raging) Reflex save halves the damage. The save DC is Constitution-based.

Greater Rage (Ex): Baphomet's bonuses to Strength and Constitution during his rage are each +6 (giving him 60 temporary hit points), and his morale bonus on Will saves is +3. The penalty to AC remains at -2. Baphomet's rage lasts 11 rounds. Baphomet cannot use his spell-like abilities while raging.

Improved Uncanny Dodge (Ex): Baphomet can no longer be flanked. This defense denies a rogue the ability to sneak attack Baphomet by flanking him, unless the attacker has at least four more rogue levels than Baphomet has barbarian levels.

Indomitable Will (Ex): While in a rage, Baphomet gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Powerful Charge (Ex): Baphomet typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +29 attack bonus that deals 5d6+13 points of damage (or +32 attack bonus for 5d6+18 points of damage when raging). He often combines this attack with smite good.

Smite Good (Su): Once per day, Baphomet can make a melee attack that deals an extra +20 points of damage against a good-aligned target.

Summon Demon (Sp): Once per day, Baphomet can attempt to summon a glabrezu with an 85% chance of success. This ability is the equivalent of a 6th-level spell.

Natural Cunning (Ex): Baphomet has immunity to maze spells, never becomes lost, and can track enemies. He is never caught flat-footed.

Trap Sense (Ex): Baphomet gains a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps.

Skills: Baphomet has a +4 racial bonus on Listen, Search, and Spot checks. Baphomet gains a +4 bonus to Intimidate checks for every size category larger he is.

Crimson Horn of Baphomet: This magic instrument appears to be normal until someone speaks its command word and sounds it. Then the horn summons 1d4+1 1st-level barbarian minotaurs. If the character who blew the horn is evil-aligned, the minotaurs fight as commanded. If the character who blew the horn is not evil, the minotaurs immediately attack him and fight to the death. The horn can be blow once every seven days, except for Baphomet himself, who can sound the horn once per day. The minotaur barbarians are real creatures of flesh and blood. They fight until all of their opponents or slain, they themselves are slain, or one hour passes.
Strong conjuration [evil]; CL 13th; Craft Wondrous Item, summon monster VI; Price 50,000 gp; Weight 2 lbs.

Frost Ogres

Creating a Frost Creature

“Frost” is an inherited template that can be added to any creature that doesn't have the fire subtype (referred to hereafter as the base creature). A frost creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type doesn't change except for an animal, which becomes a magical beast. Add the cold subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged (but a frost creature is typically somewhat larger than the base creature).

Attack and Damage: A frost creature retains all the attacks of the base creature.

Special Attacks: A frost creature retains all the special attacks of the base creature and gains the one described below.

Skate-By Attack (Ex): When skating, the creature can take a move action (including a charge) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a skate-by attack.

Special Qualities: A frost creature retains all the special qualities of the base creature and gains those described below.

Immunity to Cold (Ex): A frost creature is immune to cold attacks and effects.

Skate (Su): A frost creature can skate across ice and snow. The creature's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The creature can skate up or down any incline or decline it could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal, while skating down a decline increases its speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

Vulnerability to Fire (Ex): A frost creature takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Abilities: Increase from the base creature as follows: Str +2, Con +4.Skills: Same as base creature.Feats: Same as base creature.Environment: Appropriate cold terrain.Organization: Same as base creature.Challenge Rating: Same as the base creature +1.Treasure: Same as base creature.Alignment: Same as base creature.Advancement: Same as base creature.Level Adjustment: Same as the base creature +1.

Ice Domain

Benefit: The cleric can rebuke, command, or bolster creatures with the cold subtype as an evil cleric rebukes undead. The cleric can use this supernatural ability a number of times per day equal to 3 plus his Charisma modifier.

The cleric can also enforce the law of frost. Since artificial resistance to cold is an affront to the sacred ice, the cleric can dispel magic that resists cold or cold energy. This power affects a 20-foot radius as a burst. The cleric makes a caster level check against each cold-resisting effect in the radius. The DC is 11 + the cold-resisting effect's caster level. He can use this spell-like ability once per day. Otherwise, the law of frost is identical to dispel magic.

Skate (Su): A frost ogre can skate across ice and snow. The frost ogre's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The frost ogre can skate up or down any incline or decline it could normally walk upon without mishap, though skating up an incline reduces the frost ogre's speed to normal, while skating down a decline increases its speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

Skate (Su): A frost ogre can skate across ice and snow. The frost ogre's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The frost ogre can skate up or down any incline or decline it could normally walk upon without mishap, though skating up an incline reduces the frost ogre's speed to normal, while skating down a decline increases its speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

Description/Combat: Adult frost ogres stand 9 to 10 feet tall and weigh 625 to 675 pounds. Their skin color ranges from dirty white to light blue. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Frost ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but frost ogre gangs and bands fight as unorganized individuals. If they catch their prey on the open ice or snow, frost ogres use skate-by attacks to keep distance between themselves and their enemy.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 29 Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a DC 29 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Poison (Ex): Injury, Fortitude DC 14 or lapse into a nightmare–haunted sleep for 2d4 minutes. The save DC is Constitution-based.

Constrict (Ex): On a successful grapple check in constrictor form, he deals 1d4+15 points of damage.

Curse of Lycanthropy (Su): Usable in hybrid or constrictor form. Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.

Dark Blessing (Su): In any form, he applies his Charisma modifier (if positive) as a bonus on all saving throws.

Detect Good (Sp): At will in any form, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Improved Grab (Ex): Usable in constrictor form only. To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Poison Use: In troglodyte or hybrid form, he is skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Smite Good (Su): In any form, may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 8 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Stench (Ex): Usable in troglodyte form. When angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 18 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Skills: In troglodyte form, add +4 to Hide checks in rocky or underground settings. In hybrid form, he has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus on Balance checks. In constrictor form, he has a +8 racial bonus on Climb checks. He can always choose to take 10 on a Climb check, even if rushed or threatened. He also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line.

Improved Grab (Ex): To use this ability, an avernal ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Psionic Hole (Ex): When a foe strikes the ooze in melee combat, the foe immediately loses its psionic focus, if any. Also, if targeted by a psionic power, the manifester of the power must spend 2 additional power points, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.

Smite Good (Su): 1/day - Adds +6 unholy damage with one attack against a good creature. Prefers to use this with constriction.

Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an avernal ooze. Instead the creature splits into two identical oozes, each with half of the original’s current hit points (round down). An ooze with 10 hit points or less cannot be further split and dies if reduced to 0 it points. Splits do not duplicate spell-like abilities or smite good ability; those abilities remain with the original ooze. An avernal ooze can absorb a split as a move action.

Demogorgon

Here's another really powerful demon.

Demogorgon's Fluff Text

Few monsters are as terrifying as Demogorgon. This abyssal lord is a nightmarish sort of demonic vampire. Many scholars even suggest that Demogorgon is the source of the curse of vampirism (although it seems likely Orcus has a better claim to this dubious honor). Demogorgon is seldom encountered away from the perpetually night-shrouded jungles and swamps of its home on the Abyss. It can, however, travel to the Material Plane with relative ease. Of course, Demogorgon's journeys abroad are never for benign purposes. It is known that Demogorgon acts as a sort of unholy spiritual director for dozens of murderous cults, sinister cabals, and evil conclaves of undead terrors. If there is some unifying purpose to these disparate groups, maybe only Demogorgon knows for certain.

Demogorgon stands about 18 feet tall and weighs around 8,000 pounds. It is a monstrous combination of mandrill, lizard, and humanoid. It has two heads, each resembling a savage mandrill. Its torso and legs are humanoid, but covered with thick scales. Instead of arms, Demogorgon has four octopus-like tentacles, but these are covered with hundreds of roundish, fang-filled mouths rather than suckers. Demogorgon has four-toed feet, like those of a gigantic lizard. His coloration ranges from blue-gray fur on his heads and shoulders down to the dull green scales that cover the rest of his body. Demogorgon's two sets of orange eyes glow with hatred.

Demogorgon is insanely powerful. It possesses a staggering number of different tactical options. It can constrict, cause energy drain and Constitution drain, inflict disease, and dominate by gaze, and this isn't even touching all of its feats and spell-like abilities. Demogorgon typically begins combat with the aforementioned spell-like abilities, using blasphemy, fear, power word stun, symbol, and unholy blight to devastate its enemies' ranks. It then closes for melee, opting for the -20 penalty to its grapple checks in order to constrict and drain blood without further impairing its own ability to melee. Demogorgon especially enjoys using its improved grab against sorcerers and wizards. Between constriction damage, blood drain, and one energy drain per round, few sorcerers or wizards (or anyone else for that matter) survive long in Demogorgon's grasp.

Demogorgon usually keeps one or two tentacles free for making use of its various combat feats. In this way, Demogorgon can constrict two or three victims, and still be able to take advantage of Awesome Blow, Combat Reflexes, and Improved Disarm. In the unlikely event that combat starts to go against it, Demogorgon escapes using greater teleport (maybe taking grappled victims who fail a DC 21 Will save), sometimes after using gate to call a marilith to fight in its place. Another favorite tactic is to use greater teleport, walls of ice, and improved grab in combination in order to split up enemies in isolated areas where they can be destroyed individually at Demogorgon's leisure.

Demogorgon's natural weapons are considered magic weapons for purposes of overcoming damage reduction.

Dominate (Su): Demogorgon can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Demogorgon must use a standard action, and those merely looking at it are not affected. Anyone Demogorgon targets must succeed on a DC 25 Will save or fall instantly under the its influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. The save DC is Charisma based.

Energy Drain (Su): Living creatures hit by any of Demogorgon's attacks gain two negative levels. For each negative level bestowed, Demogorgon gains 5 temporary hit points. It can use its energy drain ability once per round. The affected creature must make a DC 25 Fortitude save to resist losing a level for each negative level bestowed. The save DC is Charisma-based.

Fast Healing (Ex): Demogorgon heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to Demogorgon after it is forced into gaseous form has no effect. Once at rest in its coffin, Demogorgon is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, Demogorgon can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Improved Grab (Ex): To use this ability, Demogorgon must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict and drain blood.

Smite Good (Su): Once per day, Demogorgon can make a melee attack that deals an extra +20 points of damage against a good-aligned target.

Spider Climb (Ex): Demogorgon can climb sheer surfaces as though with a spider climb spell.